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Xtreme97 Go to post #797501
The shape of the turnaround is gorgeous, love the framing over the cliff and waterfall.
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Xtreme97 Go to post #797444
Finally coming around to a write-up for this. To be fully honest I wasn't expecting such a high score so thank you! I was hoping to beat 5Dave's NEDC high score of 85.77, so to blast past that to 90+ is very rewarding. I'm very grateful for all the feedback and love it's received, will go through a building timeline below for anyone interested in some behind the scenes.
Firstly, my initial ideas for the contest were a bit plain, angling toward a pirate island vibe. But shortly after I opened up the old notes app and started seeing which of my random thoughts from past months might suit the contest. I jumped at the chance to do something cartography related that I had jotted down (which in fact was more focused on Luis Borges' paragraph-short story On Exactitude In Science, which I kept in mind). On top of that, seeing the detailed path work at Epic Universe and having an affinity for the Island of Adventure design motifs led to the idea of a huge cartographic map as the framing device for a tropical island vibe (familiar ground!). The early stages were just testing out how I could achieve the map effect, particularly the compass symbol which kicked everything off. I worked in some of the cel-shaded objects too to represent islands, and had some more ideas about labelling them and charting oceans and seas etc, which didn't materialize in the final product.
map_edge.png (442.08KB)
downloads: 12
map_effects.png (51.69KB)
downloads: 17
Once I had the map base down, I began working on the coaster and the island's contents. DisneySea and the Fortress Explorations castle were the initial inspiration for this, and that park's identity is largely owed for the exploration/discovery setting that drove me toward the Italian theme. The main castle/fort is modelled on Scaligero Castle di Sirmione on Lake Garda, with its open walled bay and integration into the lakeside which I loved. I really wanted to take the gradient possibilities to their max as well, using the Liam Rock Wall texture, with the bay walls creeping up from darker at the water level to the plainer stone colour at the top. The bright teal of the water and the undersea landscaping was very attractive too, and led to the shallow reefs I added. I had a final image in mind for the map but my way is to build in order, working on the castle and docks first and then moving toward the coaster elements and waterfalls before building out the cove town on the other side of the map and filling out the big rock structure.
map_halfway.png (949.39KB)
downloads: 24
While this wasn't the layout I had voted for in the poll, I found it super easy to build out interactions for and work into the landscaping with the waterfalls, rock arch and queue area. Fantastic layout, Pac! The coaster interaction and path work here is where my progress slowed down a bit I think, though mostly through my own procrastination and dread at the uplift required for the big rock structure to work.
The little town was initially conceived as a more fantastical lost city with big structures and leaning more into a fantasy setting. However, as I focused more on the Italian architecture of the castle and the more grounded theming, I pivoted to something more believable: a little village built into a naturally sheltered cove in the rocks and themed to a colourful Italian town like those in the Cinque Terre region such as Vernazza, and the film Luca. It ended up a bit more colourful than I first intended but I'm very pleased with the result and the implementation of curves in this area. The log flume was something I had hoped to integrate into the rocks and town nearer the start but ultimately became more of an afterthought than I wanted and it shows, given how hidden the drop is. I'm happy with the way it merges into the map edge however, giving me a nice use for some pieces I had built off map earlier.
The final weekend was definitely the biggest push and was a pretty exhausting stretch but worth it for the result. Easter weekend gave me the Friday off and I managed to build the entire town side and rock in those three days to finish out the map. This is the map as of the Thursday night before the deadline.
map_lastweekend.png (1.27MB)
downloads: 24
All things considered this was among my better building processes. Once the theme and setting for the castle were determined I built that up quite quickly and despite a stretch of low progress I managed to pump out some of my favourite work. I definitely should have chosen a less brash music style, so I understand that complaint looking back on it lol. I do like Mystic Style (one of the OpenRCT2 styles too, so meant less work for me), but probably could have picked something gentler. Thanks also to Steve for providing feedback and keeping me motivated (the station would have been a mess without him convincing me to rework it lol). See if you can spot his cameo.And lastly, shoutout to nin for the sick logo! Perfect fit for the map. I'm very glad the contest turned out to be such a success with so many great entries, well done everyone.
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Xtreme97 Go to post #797443
Wow, first of all big congrats are in order, well done on pipping me to the win! This entry feels deeply infused with emotion and personal reflection, and is a lovely merger of something more conceptually focused with an expert building technique. My initial reaction upon opening it and noticing the blacked out peeps and church building was to think it was themed to the rapture, and reminded me a lot of the show The Leftovers. After a deeper look and noticing the repeating couple it clicked for me and I began to see more in the scenes and connect with it emotionally. The theming feels collage-like, but that drives home the story of looking back through various memories. The foliage throughout is some of the best I've seen, super thick with the different trees and bushes without appearing chaotic. The stabs of pink/white/yellow flowers are superb. The sunset is a cool effect but the result sticks out as little messy given how cleanly made the rest of the map is. The music is also perhaps a bit mawkish for my taste (then again the music I chose was far too brash lol).
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Xtreme97 Go to post #797442
Extremely impressive entry, monsterbux! Congrats on the third place podium spot, I don't think anyone would have predicted that outcome at the start of the contest but you've really stepped up and the result is fantastic. The map is lovely, architecturally sitting on the more experimental side of things in its object usage, a lot of pieces used in novel ways (the spiral hedges as pillars for example) that come together to produce some super interesting buildings. The best of these for me is the café by the hedge rows, at first feeling a bit chaotic given the multiple levels and parts but ultimately coming together very well as a whole piece. Though some buildings didn't quite work for me, such as the diagonal one by the dive loop which ends up too messy for me to gel with. As for the coaster, there are some great moments like the turnaround after the cobra and I love the funky support columns you peppered in. I think having some mown grass in the centre may have helped also rather than the rougher look it currently has. Nonetheless, well done on scoring Parkmaker with this! Very excited to see what you'll explore in future with the game.
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Xtreme97 Go to post #797441
Congratulations on finally getting Parkmaker, Jag! I think this is your best release and definitely deserving of the achievement. It shows some growth from Phototrophian - where that was perhaps too disorganised this park feels more refined and easier to take in, without losing any of your stylistic traits and the maximalist abundance you build for. The theme is fantastic and the merging of sea and space immediately affords you a whole range of possibilities in setting and design style that you explore extensively. The starry backdrop and swirling spirals at the border are very enchanting, and I really like the wormhole reef monster encircling the dive loop element. The coaster is nicely integrated, great use of the reef to provide structure and profile. Can't say I love the aurora borealis as the track which feels a bit attention-demanding. The coaster station is also one of the hardest things to process from a structural perspective with how many textures and shapes are competing, so that part doesn't quite come together for me though I appreciate the solar panel tails. The atmosphere and ambience of the map are the best in the contest for me, I think you've really excelled in that space and it makes it feel very explorable and immersive.